Evocation — Wind¶
Wind is the Evocation Method concerned with manipulating moving air. It pushes, pulls, buffets, lifts, or destabilizes. Wind cannot cut, burn, or crush without a secondary effect — it moves things, it does not break them directly.
Threads (Wind)¶
- Gust — a sudden, directional burst of force.
- Sustained Wind — maintains pressure over time.
- Hurricane Force — overwhelming environmental momentum.
Base Ka Cost (Wind)¶
| Force | Effect | Base Ka |
|---|---|---|
| Light gust | Nudge an object, extinguish a flame, ruffle papers | 1 |
| Firm gust | Push a person off balance, scatter loose objects | 2 |
| Powerful blast | Knock a person down, hurl small objects | 4 |
| Overwhelming (Hurricane Force) | Flatten light structures, hurl people or heavy debris | 7 |
Duration (Sustained Wind)¶
| Duration | Ka Modifier |
|---|---|
| Instant / single gust | +0 |
| One scene | +2 |
| Extended (requires active Channeling) | +4 |
| Persistent | Enchanting required |
Channeling Difficulty (Wind)¶
Modifiers to base Target Difficulty: - Open air, no obstruction: +0 - Confined or cluttered space: +2 - Against a braced or anchored target: +2 - Against multiple targets: use Group TD rules
Force and Impact¶
When Wind is used to knock down, push off a ledge, or otherwise hurt or forcibly displace a target, Ka spent becomes Evocation Force — see Evocation#Ka and Force. Purely environmental use (clearing smoke, filling a sail, cooling a room) never requires an Impact roll.
Burn¶
Burn may be taken to: - extend Sustained Wind for one more scene without paying upkeep Ka - push a gust one force tier higher than the Ka paid for - hold a gust against a resisting or braced target
Design Notes¶
- Wind is Evocation's most forgiving Method — cheap, common, and rarely lethal on its own.
- Lethality comes from context (a ledge, a fall, a fire fanned by Gust), not from Wind itself.